⁉️FAQ
Frequently Asked Questions about Game Kit Controller.
Last updated
Frequently Asked Questions about Game Kit Controller.
Last updated
GKC uses Mixamo animations as placeholders for the base action system animations. Mixamo animations can't be included with the GKC package on the Unity Asset Store - which is what causes this issue. You will need to download and import these animations separately from one of the following links:
Mixamo Placeholder Animations [Google Drive] *Recommended
These animations are already configured to work on root motion properly (like rotation based on current pose, loop time, adjust speed, etc…). No extra changes are needed, just import the package and hit play.
If this issue still happens after importing the animation package, save your project and restart Unity. Everything should work after that.
All these animations and copyrights belong to Mixamo. You can get these animations and more at the official Mixamo website: https://www.mixamo.com/
Of course, most of the prefabs in the asset are made to be easy to replace their models with new ones. For example, in vehicles, all the meshes are a child of the Chassis GameObject.
Sure! We have channels dedicated to just this over on our Discord server. Come on by and let us know what you have in mind🙌
Yes, you shouldn't have any problems using other assets to create the level scene or terrain. The collision detection with them will work without issues. If you find this isn't the case though, give us a shout on our Discord server.
Using GKC with Unity’s High Definition Render Pipeline (HDRP) only requires making a few adjustments to your project. This is covered in the tutorial video below:
Using GKC with Unity’s Universal Render Pipeline (URP) only requires making a few adjustments to your project. This is covered in the tutorial video below:
Absolutely, the vehicle weapons, like powers and player weapons are totally customizable and have a huge amount of options including the following:
Physics based, Impact settings, Fire rate, Speed
Automatic / Single Firing modes
Projectile settings
Explosive or non-explosive projectile
Explosion radius
Force
Number of projectiles to fire per-shot
Position
Create shells
Object penetration
Sound and particle options
Target tracking and heat seeking projectiles
Projective movement in a straight line, or using a trajectory
The list goes on....
This same configuration is used for weapon for player, vehicles, NPC with weapons and powers. And just like the vehicle meshes, you can change the weapon mesh easily as well.